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  On 31/08/2024 at 5:13 PM, wowgetoffyourcellphone said:

I still hate seeing all those farms spammed throughout everyone's towns. 

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We need to work hard to change that.

First give them incentives to look for an agricultural area.

Then penalize or discourage farms around the civic center.

I remember that in Stronghold it was not possible because it generated diseases and plagues.

That measure always seemed reasonable to me.

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We could encourage farming with a graded incentive:

  • very poor results on pavement / stone
  • poor results on sand or snow
  • good results on green soil (grassland)
  • excellent results on prepared fam land (the areas that have already plowed soil)

Downside would be that maps would need an additional parameter (soil fertility for differnt areas - farmland concept extended).

Let me know your thoughts!

Best regards,
Grautvornix

Side note: This would then also address (kind of) my proposal for water as additional resource (i.e. oasis in desert maps has an farming advantage over pure sand), cf. this thread:

 

Oh, and of course the ar4ea around a CC then needs to be paved. ;)

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  On 31/08/2024 at 5:13 PM, wowgetoffyourcellphone said:

I still hate seeing all those farms spammed throughout everyone's towns. 

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Sounds like a you problem to me. ;)

Maybe you could elaborate why you hate it? As things are I gonna continue building a ring of fields around my CC with a ring of houses around that, so my women don't have to go to some location to work but work right where they spawn and are easier to protect. (I do some additional farming somewhere in the back.) And what else should I build there? I never build markets downtown but at the very fringes to maximize distances.

Apart from incentivizing farming somewhere off the CC with fertile land I guess a bunch of auras could be added to the CC to encourage building urban centers (houses get housing bonus, markets get resource trickles, forges get research bonuses...). If it is deemed worth the effort.

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  On 06/10/2024 at 4:16 PM, Grautvornix said:

@wowgetoffyourcellphone: not so sure the player base would revolt if that feature was not totally banned. Should we instead consider incentivising the distance to the next own CC? (or ideally create different levels of farming effectivity depending on the soil type, my little dream, just cannot do that) 

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DE's farmland feature is the easiest way to do it, as it requires no new component code except maybe some QoL stuff.

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  On 06/10/2024 at 4:32 PM, wowgetoffyourcellphone said:

DE's farmland feature is the easiest way to do it, as it requires no new component code except maybe some QoL stuff.

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Sure, but first, this is in DE and we should also have it in Vanilla ( I believe),
and second, this does not solve the issue of green land vs desert areas. In all the desert maps, the oasis does not make any difference except for some wood and animals to hunt. Placing farmable land is therefore something that needs to be planned for when creating a map, and cannot be automatically derived from a map attribute (type of soil/surface cover).

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  On 06/10/2024 at 6:47 PM, Grautvornix said:

Sure, but first, this is in DE and we should also have it in Vanilla ( I believe),
and second, this does not solve the issue of green land vs desert areas. In all the desert maps, the oasis does not make any difference except for some wood and animals to hunt. Placing farmable land is therefore something that needs to be planned for when creating a map, and cannot be automatically derived from a map attribute (type of soil/surface cover).

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I'm going to open a topic about this.

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